3 Stage Mass Combat (5e Variant Rule)

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Warhammer Style Mass Combat System[edit]

Although combat can be enjoyable in D&D, when the number of combatants exceeds a dozen, it becomes nearly impossible to track what is going on. This fighting style breaks down some rules for small, medium, and large mass combat, meaning the minimum size is 2 combatants and the maximum possible size is a very ambitious 13x3x4x2 (standing for 13 front units x three levels x four players x two armies) equalling a total of 312 units charging, slashing, and ripping each other apart in a mass melee grind!

The way to create and manage these units will be detailed below but first the levels of combat.

1: Single or PC on DM combat[edit]

This is classic D&D Combat for up to 8, simply because with a crew of 4 PCs and 4 champions. Alternately, you can have 4-PCs-on-1 champion or even a monster-vs.-monster battle. Each larger level of battle is based on this battle phase. The actual combat is fluid but uses basic DND rules with a few exceptions. The main rule difference is initiative and targeting.

Initiative: This roll is based on the leader of the unit (usually a leading PC). The leader rolls an unmodified d20 unless they gain a buff from their units. For example, having a full-mounted squad would be a +2, being on foot is flat, and carrying heavy weapons and armor -1. The first roll bases who will fight. For PCs, this is just a normal duel, for a line of infantry, it's melee where they roll their damage dice and fight it out as their leader takes on the enemy champion or wades in amongst other lesser opponents.

Duels: You begin your duels after you take the initiative. Roll damage and fight. For Champions and PCs, this is normal combat. NPC warriors in duels only have two stats, damage and loyalty. Damage is based on weapons, things like whips and knives deal d4 damage, and things like halberds deal more. When the troops roll to pierce the average unit of the enemy, whether it is leather or full plate, their attack bonuses are determined by how well they have been trained. When the enemy or ally does enough damage to break your units (determined by their loyalty and need to stay in battle), then roll a d12 to determine how many survived the melee before they broke and ran.

2: Squad/Bodyguard duels[edit]

These are single-unit battles all of these battles require up to a 13x3 block of infantry (a group of three rows of thirteen infantry), with a group of PCs at the head. The PCs stick in melee with the enemy champions but the troops fight separately. However, unlike single-player combat with less than a full squad, how well your troops are doing can affect your battle. If they are getting cut down around you you may start feeling the blades of the enemy troops on your back as you try desperately to kill their champion. Similarly, crushing one champion or unit could give you an advantage in combat.

The same rules apply for NPC combat as single combat, however when you do manage to kill an enemy champion the enemy troops must succeed in wisdom save to not break instantly as their leader is slain.

3: Mass total war army combat[edit]

The most complex, unlike a smaller unit size where you can mix wizards, heavy troops, and cavalry. You now have a full 13x3 block of troops (a group of three rows of thirteen combatants) led by a PC commanding them. You roll against a similar-sized block and enter vicious mass melee as your units fight the enemy, and you attack the champions. This is where you get huge cavalry charges and monster-riding champions fighting it out and breaking each other's army while engaging in champion gladiatorial combat.

Now, how exactly do you recruit over 200 units that are willing to fight for you? Well, there are lots of ways. I would be remiss to not explain first off why this is called a Warhammer combat system it is made for a homebrew class also on the website known as the Chaos Chosen. They are given a natural and seamless way to do this as part of their character. Giving the PCs an army is usually a terrible idea. Limiting their options and locking the army into a solid background about which the characters don't care. However, this system encourages you to dump time and resources into the personal bodyguards you make for yourself to not get surrounded and stabbed hundreds of times in the back because even a peasant can kill you if there are hundreds of them.


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